Can Live Service Games Ever Achieve a Satisfying Conclusion?
A common concern with modern business models, such as free-to-play and live service games, is that they can create conflicts between business needs and good game design. This issue is not new and has been present since the concept of downloadable content (DLC) emerged. The conflict arises when the desire to generate revenue through DLC or other means interferes with the natural progression of a game's narrative or design. One notable example of this conflict is the use of paid items that confer a competitive advantage in multiplayer games, often referred to as 'pay-to-win' models. These models have tarnished the reputation of free-to-play games, despite many not employing such tactics. A less discussed example of this conflict is the recent decline of Destiny 2's player base. Following the game's narrative conclusion, player numbers have plummeted, highlighting the challenges of balancing business needs with good game design in live service games. The game's narrative, which spanned a decade, reached its climax with the final expansion, The Final Shape, providing a sense of closure for many players. However, this conclusion has led to a decline in player engagement, as many players felt that their journey had come to an end. This poses a significant challenge for live service games, as creating a satisfying narrative conclusion can be a commercial disaster. To avoid this, game developers may be tempted to create cliffhangers or leave questions unanswered, rather than providing a sense of closure. There are examples of games that have managed to strike a balance between narrative conclusion and ongoing engagement, such as Final Fantasy XIV and Genshin Impact. These games have delivered satisfying narrative conclusions to their expansions while also moving forward an underlying narrative. However, even these games may eventually face the challenge of concluding their underlying narrative arc. The conflict between business needs and good game design is not unique to games, as it can be seen in other forms of media, such as television series. Nevertheless, the issue is particularly pronounced in live service games, where the need to generate ongoing revenue can lead to pressure to avoid creating satisfying narrative conclusions. As a result, many live service games may fade out with a whimper, rather than ending with a bang.